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dexied edited this page Aug 11, 2026 · 8 revisions

Welcome to the Curve Player wiki!

Installing the plugin

  1. Download the Curve Player plugin from FAB and then enable it in your project.
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  1. If you downloaded the plugin from another source, place it in your project folder. The plugin path will look like this: YourProject/Plugins/CurvePlayer


Using the plugin

The plugin contains several functions:


  • Play Float Curve - Used to play a simple float curve. Double-clicking this node will open the full curve editor.
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  • Play Vector Curve - Used to play the Vector curve. Double-clicking this node will open the full curve editor.
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  • Play Color Curve - Used to play the Color Curve. Double-clicking this node will open the full curve editor with color selection.
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About inputs and outputs:

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Inputs:


  • Curve Play Speed - The speed at which the curve will play. This value should always be greater than or equal to 0. Typically, PlaySpeed ​​can be set to 0 if you want to pause playback.

  • Curve Direction Mode - The direction of movement along the curve. If Forward, it will play from MinCurveTime to MaxCurveTime. If Backward, it will play from MaxCurveTime to MinCurveTime. MinCurveTime is always equal to the time of the very first key on the curve, and MaxCurveTime is equal to the time of the very last key.

As an example, see the image below. MinCurveTime will be equal to the first key of the red curve, and MaxCurveTime will be equal to the last key of the green curve. image


  • CurveLoopMode - If None, the curve will be played once and will call Completed when playback is complete. If Repeat, the curve will be played infinitely from start to finish or from finish to start depending on CurveDirectionMode , and Completed will not be called! If PingPong, the curve will be played back and forth infinitely, without Completed being called. You can manually stop the curve by calling the Destroy function. The built-in visualizer will display how the curve will be played!


Outputs:


  • Started - Called immediately after the curve is created. At this point, you can perform any actions with the function. All output variables are also available!

  • Update - Called every frame while the curve is playing.

  • Completed - Called after the curve has finished playing. This will only work if CurveLoopMode is set to None.


  • CurvePlayer____AsyncAction - A reference to a function. Used to perform certain actions in Runtime. For example, you can get some values ​​or prematurely destroy the curve playback
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  • CurveTime - The current time on the curve. It is always between MinCurveTime and MaxCurveTime.

  • CurveValue - Can be Float, Vector, or Color. The current value on the curve relative to CurveTime.

  • CurveDirectionMode - Current direction of the curve.

  • DeltaTime - Time elapsed since the last Update was received. During Started and Completed this value is always zero.

  • DeltaValue - Changes in value since the last Update call. Used to determine how the CurveValue has changed. During Started and Completed this value is always zero.



Important

Since processes are multithreaded, to ensure memory leaks are avoided, I recommend destroying the curve before calling it! Also, destroy the curve during EndPlay/Destruct.

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Call in the editor

You can call these functions in the editor, such as in widgets, to replace the widget's normal animations! Since these functions are multi-threaded, you will get more performance!


Example in Widget Blueprint:

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